Should we define our interface to make it more testable? - junit

For example, snippet A
String readSource(String file);
snippet B
String readSource(InputStream in);
So if we define the interface as A, then we can only create a file just for testing. But it will become quite hard to manage the test files when some time passed. So using the B interface, it will make test easier. I just need to create a fake InputStream then check whether the method returns the result we wanted. But we must handle the IOException before we call this method every time.

If readSource() does anything more elaborate than just returning the contents of the file, I'd definitely choose solution B.
In addition to better testability, introducing a new abstract concept (InputStream) allows you to clearly separate responsibilities - one object to open the right file and put its contents in memory, one object to read the source from a stream and return whatever you need to return from it (Single Responsibility Principle).

If your following TDD then I'd say go for the more testable approach, it's really a matter of personal preference though. A quick thought... is the code as easy to use/maintain when using snippet B? If so then there are no downsides and it's definitely the way to go.

Related

Am I overdoing it with my Factory Method?

Part of our core product is a website CMS which makes use of various page widgets. These widgets are responsible for displaying content, listing products, handling event registration, etc. Each widget is represented by class which derives from the base widget class. When rendering a page the server grabs the page's widget from the database and then creates an instance of the correct class. The factory method right?
Private Function WidgetFactory(typeId)
Dim oWidget
Select Case typeId
Case widgetType.ContentBlock
Set oWidget = New ContentWidget
Case widgetType.Registration
Set oWidget = New RegistrationWidget
Case widgetType.DocumentList
Set oWidget = New DocumentListWidget
Case widgetType.DocumentDisplay
End Select
Set WidgetFactory = oWidget
End Function
Anyways, this is all fine but as time has gone on the number of types of widgets has increased to around 50 meaning the factory method is rather long. Every time I create a new type of widget I go to add another couple of lines to the method and a little alarm rings in my head that maybe this isn't the best way to do things. I tend to just ignore that alarm but it's getting louder.
So, am I doing it wrong? Is there a better way to handle this scenario?
I think the question you should ask yourself is: Why am I using a Factory method here?
If the answer is "because of A", and A is a good reason, then continue doing it, even if it means some extra code. If the answer is "I don't know; because I've heard that you are supposed to do it this way?" then you should reconsider.
Let's go over the standard reasons for using factories. Here's what Wikipedia says about the Factory method pattern:
[...], it deals with the problem of creating objects (products) without specifying the exact class of object that will be created. The factory method design pattern handles this problem by defining a separate method for creating the objects, whose subclasses can then override to specify the derived type of product that will be created.
Since your WidgetFactory is Private, this is obviously not the reason why you use this pattern. What about the "Factory pattern" itself (independent of whether you implement it using a Factory method or an abstract class)? Again, Wikipedia says:
Use the factory pattern when:
The creation of the object precludes reuse without significantly duplicating code.
The creation of the object requires access to information or resources not appropriate to contain within the composing object.
The lifetime management of created objects needs to be centralised to ensure consistent behavior.
From your sample code, it does not look like any of this matches your need. So, the question (which only you can answer) is: (1) How likely is it that you will need the features of a centralized Factory for your widgets in the future and (2) how costly is it to change everything back to a Factory approach if you need it in the future? If both are low, you can safely drop the Factory method for the time being.
EDIT: Let me get back to your special case after this generic elaboration: Usually, it's a = new XyzWidget() vs. a = WidgetFactory.Create(WidgetType.Xyz). In your case, however, you have some (numeric?) typeId from a database. As Mark correctly wrote, you need to have this typeId -> className map somewhere.
So, in that case, the good reason for using a factory method could be: "I need some kind of huge ConvertWidgetTypeIdToClassName select-case-statement anyway, so using a factory method takes no additional code plus it provides the factory method advantages for free, if I should ever need them."
As an alternative, you could store the class name of the widget in the database (you probably already have some WidgetType table with primary key typeId anyway, right?) and create the class using reflection (if your language allows for this type of thing). This has a lot of advantages (e.g. you could drop in DLLs with new widgets and don't have to change your core CMS code) but also disadvantages (e.g. "magic string" in your database which is not checked at compile time; possible code injection, depending on who has access to that table).
The WidgetFactory method is really a mapping from a typeId enumeration to concrete classes. In general it's best if you can avoid enumerations entirely, but sometimes (particularly in web applications) you need to round-trip to an environment (e.g. the browser) that doesn't understand polymorphism and you need such measures.
Refactoring contains a pretty good explanation of why switch/select case statements are code smells, but that mainly addresses the case where you have many similar switches.
If your WidgetFactory method is the only place where you switch on that particular enum, I would say that you don't have to worry. You need to have that map somewhere.
As an alternative, you could define the map as a dictionary, but the amount of code lines wouldn't decrease significantly - you may be able to cut the lines of code in half, but the degree of complexity would stay equivalent.
Your application of the factory pattern is correct. You have information which dictates which of N types is created. A factory is what knows how to do that. (It is a little odd as a private method. I would expect it to be on an IWidgetFactory interface.)
Your implementation, though, tightly couples the implementation to the concrete types. If you instead mapped typeId -> widgetType, you could use Activator.CreateInstance(widgetType) to make the factory understand any widget type.
Now, you can define the mappings however you want: a simple dictionary, discovery (attributes/reflection), in the configuration file, etc. You have to know all the types in one place somewhere, but you also have the option to compose multiple sources.
The classic way of implementing a factory is not to use a giant switch or if-ladder, but instead to use a map which maps object type name to an object creation function. Apart from anything else, this allows the factory to be modified at run-time.
Whether it's proper or not, I've always believed that the time to use a Factory is when the decision of what object type to create will be based upon information that is not available until run-time.
You indicated in a followup comment that the widget type is stored in a database. Since your code does not know what objects will be created until run-time, I think that this is a perfectly valid use of the Factory pattern. By having the factory, you enable your program to defer the decision of which object type to use until the time when the decision can actually be made.
It's been my experience that Factories grow so their dependencies don't have to. If you see this mapping duplicating itself in other places then you have cause for worry.
try categories your widgets, maybe based on their functionality.
if few of them are logically depending on each other, create them with single construction

How to design a class that has only one heavy duty work method and data returning other methods?

I want to design a class that will parse a string into tokens that are meaningful to my application.
How do I design it?
Provide a ctor that accepts a string, provide a Parse method and provide methods (let's call them "minor") that return individual tokens, count of tokens etc. OR
Provide a ctor that accepts nothing, provide a Parse method that accepts a string and minor methods as above. OR
Provide a ctor that accepts a string and provide only minor methods but no parse method. The parsing is done by the ctor.
1 and 2 have the disadvantage that the user may call minor methods without calling the Parse method. I'll have to check in every minor method that the Parse method was called.
The problem I see in 3 is that the parse method may potentially do a lot of things. It just doesn't seem right to put it in the ctor.
2 is convenient in that the user may parse any number of strings without instantiating the class again and again.
What's a good approach? What are some of the considerations?
(the language is c#, if someone cares).
Thanks
I would have a separate class with a Parse method that takes a string and converts it into a separate new object with a property for each value from the string.
ValueObject values = parsingClass.Parse(theString);
I think this is a really good question...
In general, I'd go with something that resembles option 3 above. Basically, think about your class and what it does; does it have any effective data other than the data to parse and the parsed tokens? If not, then I would generally say that if you don't have those things, then you don't really have an instance of your class; you have an incomplete instance of your class; something which you'd like to avoid.
One of the considerations that you point out is that the parsing of the tokens may be a relatively computationally complicated process; it may take a while. I agree with you that you may not want to take the hit for doing that in the constructor; in that case, it may make sense to use a Parse() method. The question that comes in, though, is whether or not there's any sensible operations that can be done on your class before the parse() method completes. If not, then you're back to the original point; before the parse() method is complete, you're effectively in an "incomplete instance" state of your class; that is, it's effectively useless. Of course, this all changes if you're willing and able to use some multithreading in your application; if you're willing to offload the computationally complicated operations onto another thread, and maintain some sort of synchronization on your class methods / accessors until you're done, then the whole parse() thing makes more sense, as you can choose to spawn that in a new thread entirely. You still run into issues of attempting to use your class before it's completely parsed everything, though.
I think an even more broad question that comes into this design, though, is what is the larger scope in which this code will be used? What is this code going to be used for, and by that, I mean, not just now, with the intended use, but is there a possibility that this code may need to grow or change as your application does? In terms of the stability of implementation, can you expect for this to be completely stable, or is it likely that something about the set of data you'll want to parse or the size of the data to parse or the tokens into which you will parse will change in the future? If the implementation has a possibility of changing, consider all the ways in which it may change; in my experience, those considerations can strongly lead to one or another implementation. And considering those things is not trivial; not by a long shot.
Lest you think this is just nitpicking, I would say, at a conservative estimate, about 10 - 15 percent of the classes that I've written have needed some level of refactoring even before the project was complete; rarely has a design that I've worked on survived implementation to come out the other side looking the same way that it did before. So considering the possible permutations of the implementation becomes very useful for determining what your implementation should be. If, say, your implementation will never possibly want to vary the size of the string to tokenize, you can make an assumption about the computatinal complexity, that may lead you one way or another on the overall design.
If the sole purpose of the class is to parse the input string into a group of properties, then I don't see any real downside in option 3. The parse operation may be expensive, but you have to do it at some point if you're going to use it.
You mention that option 2 is convenient because you can parse new values without reinstantiating the object, but if the parse operation is that expensive, I don't think that makes much difference. Compare the following code:
// Using option 3
ParsingClass myClass = new ParsingClass(inputString);
// Parse a new string.
myClass = new ParsingClass(anotherInputString);
// Using option 2
ParsingClass myClass = new ParsingClass();
myClass.Parse(inputString);
// Parse a new string.
myClass.Parse(anotherInputString);
There's not much difference in use, but with Option 2, you have to have all your minor methods and properties check to see if parsing had occurred before they can proceed. (Option 1 requires to you do everything that option 2 does internally, but also allows you to write Option 3-style code when using it.)
Alternatively, you could make the constructor private and the Parse method static, having the Parse method return an instance of the object.
// Option 4
ParsingClass myClass = ParsingClass.Parse(inputString);
// Parse a new string.
myClass = ParsingClass.Parse(anotherInputString);
Options 1 and 2 provide more flexibility, but require more code to implement. Options 3 and 4 are less flexible, but there's also less code to write. Basically, there is no one right answer to the question. It's really a matter of what fits with your existing code best.
Two important considerations:
1) Can the parsing fail?
If so, and if you put it in the constructor, then it has to throw an exception. The Parse method could return a value indicating success. So check how your colleagues feel about throwing exceptions in situations which aren't show-stopping: default is to assume they won't like it.
2) The constructor must get your object into a valid state.
If you don't mind "hasn't parsed anything yet" being a valid state of your objects, then the parse method is probably the way to go, and call the class SomethingParser.
If you don't want that, then parse in the constructor (or factory, as Garry suggests), and call the class ParsedSomething.
The difference is probably whether you are planning to pass these things as parameters into other methods. If so, then having a "not ready yet" state is a pain, because you either have to check for it in every callee and handle it gracefully, or else you have to write documentation like "the parameter must already have parsed a string". And then most likely check in every callee with an assert anyway.
You might be able to work it so that the initial state is the same as the state after parsing an empty string (or some other base value), thus avoiding the "not ready yet" problem.
Anyway, if these things are likely to be parameters, personally I'd say that they have to be "ready to go" as soon as they're constructed. If they're just going to be used locally, then you might give users a bit more flexibility if they can create them without doing the heavy lifting. The cost is requiring two lines of code instead of one, which makes your class slightly harder to use.
You could consider giving the thing two constructors and a Parse method: the string constructor is equivalent to calling the no-arg constructor, then calling Parse.

How to save and load different types of objects?

During coding I frequently encounter this situation:
I have several objects (ConcreteType1, ConcreteType2, ...) with the same base type AbstractType, which has abstract methods save and load . Each object can (and has to) save some specific kind of data, by overriding the save method.
I have a list of AbstractType objects which contains various ConcreteTypeX objects.
I walk the list and the save method for each object.
At this point I think it's a good OO design. (Or am I wrong?) The problems start when I want to reload the data:
Each object can load its own data, but I have to know the concrete type in advance, so I can instantiate the right ConcreteTypeX and call the load method. So the loading method has to know a great deal about the concrete types. I usually "solved" this problem by writing some kind of marker before calling save, which is used by the loader to determine the right ConcreteTypeX.
I always had/have a bad feeling about this. It feels like some kind of anti-pattern...
Are there better ways?
EDIT:
I'm sorry for the confusion, I re-wrote some of the text.
I'm aware of serialization and perhaps there is some next-to-perfect solution in Java/.NET/yourFavoriteLanguage, but I'm searching for a general solution, which might be better and more "OOP-ish" compared to my concept.
Is this either .NET or Java? If so, why aren't you using serialisation?
If you can't simply use serialization, then I would still definitely pull the object loading logic out of the base class. Your instinct is correct, leading you to correctly identify a code smell. The base class shouldn't need to change when you change or add derived classes.
The problem is, something has to load the data and instantiate those objects. This sounds like a job for the Abstract Factory pattern.
There are better ways, but let's take a step back and look at it conceptually. What are all objects doing? Loading and Saving. When you get the object from memory, you really don't to have to care whether it gets its information from a file, a database, or the windows registry. You just want the object loaded. That's important to remember because later on, your maintanence programmer will look at the LoadFromFile() method and wonder, "Why is it called that since it really doesn't load anything from a file?"
Secondly, you're running into the issue that we all run into, and it's based in dividing work. You want a level that handles getting data from a physical source; you want a level that manipulates this data, and you want a level that displays this data. This is the crux of N-Tier Development. I've linked to an article that discusses your problem in great detail, and details how to create a Data Access Layer to resolve your issue. There are also numerous code projects here and here.
If it's Java you seek, simply substitute 'java' for .NET and search for 'Java N-Tier development'. However, besides syntactical differences, the design structure is the same.

How should I refactor my code to remove unnecessary singletons?

I was confused when I first started to see anti-singleton commentary. I have used the singleton pattern in some recent projects, and it was working out beautifully. So much so, in fact, that I have used it many, many times.
Now, after running into some problems, reading this SO question, and especially this blog post, I understand the evil that I have brought into the world.
So: How do I go about removing singletons from existing code?
For example:
In a retail store management program, I used the MVC pattern. My Model objects describe the store, the user interface is the View, and I have a set of Controllers that act as liason between the two. Great. Except that I made the Store into a singleton (since the application only ever manages one store at a time), and I also made most of my Controller classes into singletons (one mainWindow, one menuBar, one productEditor...). Now, most of my Controller classes get access the other singletons like this:
Store managedStore = Store::getInstance();
managedStore.doSomething();
managedStore.doSomethingElse();
//etc.
Should I instead:
Create one instance of each object and pass references to every object that needs access to them?
Use globals?
Something else?
Globals would still be bad, but at least they wouldn't be pretending.
I see #1 quickly leading to horribly inflated constructor calls:
someVar = SomeControllerClass(managedStore, menuBar, editor, sasquatch, ...)
Has anyone else been through this yet? What is the OO way to give many individual classes acces to a common variable without it being a global or a singleton?
Dependency Injection is your friend.
Take a look at these posts on the excellent Google Testing Blog:
Singletons are pathologic liars (but you probably already understand this if you are asking this question)
A talk on Dependency Injection
Guide to Writing Testable Code
Hopefully someone has made a DI framework/container for the C++ world? Looks like Google has released a C++ Testing Framework and a C++ Mocking Framework, which might help you out.
It's not the Singleton-ness that is the problem. It's fine to have an object that there will only ever be one instance of. The problem is the global access. Your classes that use Store should receive a Store instance in the constructor (or have a Store property / data member that can be set) and they can all receive the same instance. Store can even keep logic within it to ensure that only one instance is ever created.
My way to avoid singletons derives from the idea that "application global" doesn't mean "VM global" (i.e. static). Therefore I introduce a ApplicationContext class which holds much former static singleton information that should be application global, like the configuration store. This context is passed into all structures. If you use any IOC container or service manager, you can use this to get access to the context.
There's nothing wrong with using a global or a singleton in your program. Don't let anyone get dogmatic on you about that kind of crap. Rules and patterns are nice rules of thumb. But in the end it's your project and you should make your own judgments about how to handle situations involving global data.
Unrestrained use of globals is bad news. But as long as you are diligent, they aren't going to kill your project. Some objects in a system deserve to be singleton. The standard input and outputs. Your log system. In a game, your graphics, sound, and input subsystems, as well as the database of game entities. In a GUI, your window and major panel components. Your configuration data, your plugin manager, your web server data. All these things are more or less inherently global to your application. I think your Store class would pass for it as well.
It's clear what the cost of using globals is. Any part of your application could be modifying it. Tracking down bugs is hard when every line of code is a suspect in the investigation.
But what about the cost of NOT using globals? Like everything else in programming, it's a trade off. If you avoid using globals, you end up having to pass those stateful objects as function parameters. Alternatively, you can pass them to a constructor and save them as a member variable. When you have multiple such objects, the situation worsens. You are now threading your state. In some cases, this isn't a problem. If you know only two or three functions need to handle that stateful Store object, it's the better solution.
But in practice, that's not always the case. If every part of your app touches your Store, you will be threading it to a dozen functions. On top of that, some of those functions may have complicated business logic. When you break that business logic up with helper functions, you have to -- thread your state some more! Say for instance you realize that a deeply nested function needs some configuration data from the Store object. Suddenly, you have to edit 3 or 4 function declarations to include that store parameter. Then you have to go back and add the store as an actual parameter to everywhere one of those functions is called. It may be that the only use a function has for a Store is to pass it to some subfunction that needs it.
Patterns are just rules of thumb. Do you always use your turn signals before making a lane change in your car? If you're the average person, you'll usually follow the rule, but if you are driving at 4am on an empty high way, who gives a crap, right? Sometimes it'll bite you in the butt, but that's a managed risk.
Regarding your inflated constructor call problem, you could introduce parameter classes or factory methods to leverage this problem for you.
A parameter class moves some of the parameter data to it's own class, e.g. like this:
var parameterClass1 = new MenuParameter(menuBar, editor);
var parameterClass2 = new StuffParameters(sasquatch, ...);
var ctrl = new MyControllerClass(managedStore, parameterClass1, parameterClass2);
It sort of just moves the problem elsewhere though. You might want to housekeep your constructor instead. Only keep parameters that are important when constructing/initiating the class in question and do the rest with getter/setter methods (or properties if you're doing .NET).
A factory method is a method that creates all instances you need of a class and have the benefit of encapsulating creation of the said objects. They are also quite easy to refactor towards from Singleton, because they're similar to getInstance methods that you see in Singleton patterns. Say we have the following non-threadsafe simple singleton example:
// The Rather Unfortunate Singleton Class
public class SingletonStore {
private static SingletonStore _singleton
= new MyUnfortunateSingleton();
private SingletonStore() {
// Do some privatised constructing in here...
}
public static SingletonStore getInstance() {
return _singleton;
}
// Some methods and stuff to be down here
}
// Usage:
// var singleInstanceOfStore = SingletonStore.getInstance();
It is easy to refactor this towards a factory method. The solution is to remove the static reference:
public class StoreWithFactory {
public StoreWithFactory() {
// If the constructor is private or public doesn't matter
// unless you do TDD, in which you need to have a public
// constructor to create the object so you can test it.
}
// The method returning an instance of Singleton is now a
// factory method.
public static StoreWithFactory getInstance() {
return new StoreWithFactory();
}
}
// Usage:
// var myStore = StoreWithFactory.getInstance();
Usage is still the same, but you're not bogged down with having a single instance. Naturally you would move this factory method to it's own class as the Store class shouldn't concern itself with creation of itself (and coincidentally follow the Single Responsibility Principle as an effect of moving the factory method out).
From here you have many choices, but I'll leave that as an exercise for yourself. It is easy to over-engineer (or overheat) on patterns here. My tip is to only apply a pattern when there is a need for it.
Okay, first of all, the "singletons are always evil" notion is wrong. You use a Singleton whenever you have a resource which won't or can't ever be duplicated. No problem.
That said, in your example, there's an obvious degree of freedom in the application: someone could come along and say "but I want two stores."
There are several solutions. The one that occurs first of all is to build a factory class; when you ask for a Store, it gives you one named with some universal name (eg, a URI.) Inside that store, you need to be sure that multiple copies don't step on one another, via critical regions or some method of ensuring atomicity of transactions.
Miško Hevery has a nice article series on testability, among other things the singleton, where he isn't only talking about the problems, but also how you might solve it (see 'Fixing the flaw').
I like to encourage the use of singletons where necessary while discouraging the use of the Singleton pattern. Note the difference in the case of the word. The singleton (lower case) is used wherever you only need one instance of something. It is created at the start of your program and is passed to the constructor of the classes that need it.
class Log
{
void logmessage(...)
{ // do some stuff
}
};
int main()
{
Log log;
// do some more stuff
}
class Database
{
Log &_log;
Database(Log &log) : _log(log) {}
void Open(...)
{
_log.logmessage(whatever);
}
};
Using a singleton gives all of the capabilities of the Singleton anti-pattern but it makes your code more easily extensible, and it makes it testable (in the sense of the word defined in the Google testing blog). For example, we may decide that we need the ability to log to a web-service at some times as well, using the singleton we can easily do that without significant changes to the code.
By comparison, the Singleton pattern is another name for a global variable. It is never used in production code.

DoSomethingToThing(Thing n) vs Thing.DoSomething()

What factors determine which approach is more appropriate?
I think both have their places.
You shouldn't simply use DoSomethingToThing(Thing n) just because you think "Functional programming is good". Likewise you shouldn't simply use Thing.DoSomething() because "Object Oriented programming is good".
I think it comes down to what you are trying to convey. Stop thinking about your code as a series of instructions, and start thinking about it like a paragraph or sentence of a story. Think about which parts are the most important from the point of view of the task at hand.
For example, if the part of the 'sentence' you would like to stress is the object, you should use the OO style.
Example:
fileHandle.close();
Most of the time when you're passing around file handles, the main thing you are thinking about is keeping track of the file it represents.
CounterExample:
string x = "Hello World";
submitHttpRequest( x );
In this case submitting the HTTP request is far more important than the string which is the body, so submitHttpRequst(x) is preferable to x.submitViaHttp()
Needless to say, these are not mutually exclusive. You'll probably actually have
networkConnection.submitHttpRequest(x)
in which you mix them both. The important thing is that you think about what parts are emphasized, and what you will be conveying to the future reader of the code.
To be object-oriented, tell, don't ask : http://www.pragmaticprogrammer.com/articles/tell-dont-ask.
So, Thing.DoSomething() rather than DoSomethingToThing(Thing n).
If you're dealing with internal state of a thing, Thing.DoSomething() makes more sense, because even if you change the internal representation of Thing, or how it works, the code talking to it doesn't have to change. If you're dealing with a collection of Things, or writing some utility methods, procedural-style DoSomethingToThing() might make more sense or be more straight-forward; but still, can usually be represented as a method on the object representing that collection: for instance
GetTotalPriceofThings();
vs
Cart.getTotal();
It really depends on how object oriented your code is.
Thing.DoSomething is appropriate if Thing is the subject of your sentence.
DoSomethingToThing(Thing n) is appropriate if Thing is the object of your sentence.
ThingA.DoSomethingToThingB(ThingB m) is an unavoidable combination, since in all the languages I can think of, functions belong to one class and are not mutually owned. But this makes sense because you can have a subject and an object.
Active voice is more straightforward than passive voice, so make sure your sentence has a subject that isn't just "the computer". This means, use form 1 and form 3 frequently, and use form 2 rarely.
For clarity:
// Form 1: "File handle, close."
fileHandle.close();
// Form 2: "(Computer,) close the file handle."
close(fileHandle);
// Form 3: "File handle, write the contents of another file handle."
fileHandle.writeContentsOf(anotherFileHandle);
I agree with Orion, but I'm going to rephrase the decision process.
You have a noun and a verb / an object and an action.
If many objects of this type will use this action, try to make the action part of the object.
Otherwise, try to group the action separately, but with related actions.
I like the File / string examples. There are many string operations, such as "SendAsHTTPReply", which won't happen for your average string, but do happen often in a certain setting. However, you basically will always close a File (hopefully), so it makes perfect sense to put the Close action in the class interface.
Another way to think of this is as buying part of an entertainment system. It makes sense to bundle a TV remote with a TV, because you always use them together. But it would be strange to bundle a power cable for a specific VCR with a TV, since many customers will never use this. The key idea is how often will this action be used on this object?
Not nearly enough information here. It depends if your language even supports the construct "Thing.something" or equivalent (ie. it's an OO language). If so, it's far more appropriate because that's the OO paradigm (members should be associated with the object they act on). In a procedural style, of course, DoSomethingtoThing() is your only choice... or ThingDoSomething()
DoSomethingToThing(Thing n) would be more of a functional approach whereas Thing.DoSomething() would be more of an object oriented approach.
That is the Object Oriented versus Procedural Programming choice :)
I think the well documented OO advantages apply to the Thing.DoSomething()
This has been asked Design question: does the Phone dial the PhoneNumber, or does the PhoneNumber dial itself on the Phone?
Here are a couple of factors to consider:
Can you modify or extend the Thing class. If not, use the former
Can Thing be instantiated. If not, use the later as a static method
If Thing actually get modified (i.e. has properties that change), prefer the latter. If Thing is not modified the latter is just as acceptable.
Otherwise, as objects are meant to map on to real world object, choose the method that seems more grounded in reality.
Even if you aren't working in an OO language, where you would have Thing.DoSomething(), for the overall readability of your code, having a set of functions like:
ThingDoSomething()
ThingDoAnotherTask()
ThingWeDoSomethingElse()
then
AnotherThingDoSomething()
and so on is far better.
All the code that works on "Thing" is on the one location. Of course, the "DoSomething" and other tasks should be named consistently - so you have a ThingOneRead(), a ThingTwoRead()... by now you should get point. When you go back to work on the code in twelve months time, you will appreciate taking the time to make things logical.
In general, if "something" is an action that "thing" naturally knows how to do, then you should use thing.doSomething(). That's good OO encapsulation, because otherwise DoSomethingToThing(thing) would have to access potential internal information of "thing".
For example invoice.getTotal()
If "something" is not naturally part of "thing's" domain model, then one option is to use a helper method.
For example: Logger.log(invoice)
If DoingSomething to an object is likely to produce a different result in another scenario, then i'd suggest you oneThing.DoSomethingToThing(anotherThing).
For example you may have two was of saving thing in you program so you might adopt a DatabaseObject.Save(thing) SessionObject.Save(thing) would be more advantageous than thing.Save() or thing.SaveToDatabase or thing.SaveToSession().
I rarely pass no parameters to a class, unless I'm retrieving public properties.
To add to Aeon's answer, it depends on the the thing and what you want to do to it. So if you are writing Thing, and DoSomething alters the internal state of Thing, then the best approach is Thing.DoSomething. However, if the action does more than change the internal state, then DoSomething(Thing) makes more sense. For example:
Collection.Add(Thing)
is better than
Thing.AddSelfToCollection(Collection)
And if you didn't write Thing, and cannot create a derived class, then you have no chocie but to do DoSomething(Thing)
Even in object oriented programming it might be useful to use a function call instead of a method (or for that matter calling a method of an object other than the one we call it on). Imagine a simple database persistence framework where you'd like to just call save() on an object. Instead of including an SQL statement in every class you'd like to have saved, thus complicating code, spreading SQL all across the code and making changing the storage engine a PITA, you could create an Interface defining save(Class1), save(Class2) etc. and its implementation. Then you'd actually be calling databaseSaver.save(class1) and have everything in one place.
I have to agree with Kevin Conner
Also keep in mind the caller of either of the 2 forms. The caller is probably a method of some other object that definitely does something to your Thing :)